This is my first attempt at a decklist, so any constructive criticism is welcome.
Note that I only own one Base Set and Double Dealin', so no cards from NTNR are present here.
This deck is meant to regularly support drawing a full house at least, hopefully a four of a kind if a 2+ stud Dude is present as the shooter. Your draw values are 10's and 5's , with the deck holding 14 5's and 13 10's.
The standard way to play hexes with the cards I own might have been Jonah Essex, but as Hucksters go I prefer Jose Morales/Steel Archer. The deck contains 7 hexes for the three Hucksters to play, including my favorite: Soul Blast.
The high amount of clubs within the deck is meant to make it more flexible, and to allow for drawing more cards at the end of each Sundown phase (since clubs are the easiest suit to get out of your hand). It can also severely punish any Cheatin' Hand the enemy brings to the table.
The diamonds in the deck are meant to do several things: to increase your income using the one or two deeds you drew this turn, Baird's Build & Load will help keep these cheap, even the Pearly's Palace or other expensive deeds. Eventually, this will allow you to buy an additional card or two (dudes, goods, or even another deed) each turn.
There are also some clubs that allow you to gain Ghost Rock that isn't really yours (!).
One (although there are doubtlessly a thousand) weakness is the low amount of spades.
Feedback is welcome.

Here's my version of this deck, building on your 5 and 10 structure but adding a third value to make draw a full house more reliable (7) dtdb.co I think you've had a great start with a limited card pool.

I tweaked the starting posse: Allie Hensman gives us a way to force the pace of the game, Clementine Lepp adds another starting point of influence.

I adjusted the values so that Steele Archer reliably cats Shadow Walk.

I added Recruitment Drive as with a limited card pool this will help us get out Hucksters back if they're discarded by a shootout or opposing job.

As noted above I tightened up the draw structure a bit.

Naturally added a second Soul Blast as it is strong and you said you like it. Pairs excellently with Shadow Walk too.

It is great that you have It's Not What You Know... from Double Dealin' as that lets us pass Hex pulls relaibly but still punish cheatin' hands strongly, something that could be a struggle with just the base set.

Forget is in New Town, New Rules or Malison from Out for Blood (which also gives you Violet Esperanza) would let us run a High value Hex deck, reliably casting Blood Curse and giving us the on value Hex Slingin' too. A very powerful shootout card. At that point we might run the deck on 10, J and Q with Soul Blasts "off value".
These provide cheap Sloane Hucksters with influence - ideal for adding a back-up Huckster to your starting posse. Benny McGill in Frontier Justice is also worth looking for as a cheap back-up Huckster, albeit he has no influence.

Here are two Hucksters decks out of Sloane I'm playing in the current environment:
- dtdb.co
- dtdb.co

For mid value Hucksters my cousin has had success with this (although nowadays you might want to add There Comes a Reckoning for Nightmare Realm as it is on value for this deck):
dtdb.co

I want to experiment with Jonah's Alliance for Sloane Hucksters too so may eventually have ideas there and another reason to get Out for blood. The home reliably actiates your Sloane/Outlaw dudes that interact with bounties too. :)

Thank you for the suggestions, and the expansion ideas. :) Immediately after publishing this deck I noticed the appalling lack of influence! I will definitely think about adding Clementine Lepp into the deck. Thanks again.

Thank you for the suggestions, and the expansion ideas. :) Immediately after publishing this deck I noticed the appalling lack of influence! I will definitely think about adding Clementine Lepp into the deck. Thanks again.